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akillith
08-05-2012, 02:50 AM
I realize this build post is info heavy but I figured if you saw everything I did correcting me would be easier. I wanted to know if this would be viable as a magical/range focused trapper/trap disarmer. I know it ends at level 7. I haven't thought farther ahead and I like to do things in chunks. I've never made one of these before, but I've read up on their abilities and the like. Comments, suggestions, and "good jobs" all welcome :D.



Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 7 True Neutral Drow Male
(7 Artificer)
Hit Points: 93
Spell Points: 446
BAB: 5\5\10
Fortitude: 5
Reflex: 8
Will: 5

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 7) (Level 7)
Strength 8 10 10
Dexterity 18 21 21
Constitution 13 15 15
Intelligence 18 21 21
Wisdom 8 10 10
Charisma 10 12 12

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7


Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 7) (Level 7)
Balance 7 8 8
Bluff 1 1 1
Concentration 2 7 7
Diplomacy 1 1 1
Disable Device 9 17 17
Haggle 1 1 1
Heal 0 0 0
Hide 7 11 11
Intimidate 1 1 1
Jump 1 1.5 1.5
Listen 0 0 2
Move Silently 7 11 11
Open Lock 9 16 16
Perform n/a n/a n/a
Repair 5 6 8
Search 6 14 16
Spot 4 8 10
Swim 0 0 0
Tumble 5.5 6.5 6.5
Use Magic Device 5 9 9

Level 1 (Artificer)
Skill: Balance (+2)
Skill: Disable Device (+4)
Skill: Hide (+2)
Skill: Jump (+1)
Skill: Move Silently (+2)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+4)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+4)
Feat: (Selected) Mental Toughness
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Shuriken Expertise
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Spell (1): Repair Light Damage
Spell (1): Conjure Bolts
Spell (1): Enchant Armor
Spell (1): Enchant Weapons
Spell (1): Master's Touch
Spell (1): Shield of Faith
Enhancement: Artificer Skill Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Artificer Energy of Creation I


Level 2 (Artificer)
Skill: Disable Device (+1)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Open Lock (+1)
Skill: Search (+3)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Grease
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Intelligence I


Level 3 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Open Lock (+1)
Skill: Search (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Augment Summoning
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Toughen Construct
Enhancement: Artificer Energy Resistance Boost I
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Uncaring Master


Level 4 (Artificer)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Point Blank Shot
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Trapmaking
Spell (2): Repair Moderate Damage
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Rune Arm Overcharge I


Level 5 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence
Spell (2): Reinforce Construct
Enhancement: Artificer Crossbow Attack I
Enhancement: Improved Repair I
Enhancement: Improved Repair II


Level 6 (Artificer)
Feat: (Selected) Rapid Shot
Spell (3): Flame Turret
Enhancement: Iron Companion
Enhancement: Steel Companion


Level 7 (Artificer)
Skill: Disable Device (+3)
Skill: Hide (+1)
Skill: Move Silently (+1)
Skill: Open Lock (+2)
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (2): Fire Trap
Enhancement: Artificer Battle Engineer I

Todkaninchen
08-05-2012, 03:50 AM
Question: How do you use +2 tomes at level 1?

Also... I would probably switch the order on your selected feats. You typically aren't going to be casting that much at lower levels, especially if the dog is a little more "bullet proof". Most of your SP tends to go to buffs, conjuring bolts (in public areas so it immediately recharges) and repairs until you start getting things like blast rod or flame turret. Consider going Augment summoning first, point blank shot or rapid shot, then mental toughness a little later.

Also, with gear, you're going to want at least 10 STR very quickly, just to handle the gear you're carrying. Bows and spell components get heavy fast. Medium armor--likewise--not light. One ray of enfeeblement and things get really interesting.

Also, assuming you have access to +2 and +3 tomes as soon as you can use them, you might consider using only 17 DEX to start and dropping the "excess" on CON.

Otherwise, doesn't look too bad for a start.

akillith
08-05-2012, 05:07 AM
Question: How do you use +2 tomes at level 1?

Also... I would probably switch the order on your selected feats. You typically aren't going to be casting that much at lower levels, especially if the dog is a little more "bullet proof". Most of your SP tends to go to buffs, conjuring bolts (in public areas so it immediately recharges) and repairs until you start getting things like blast rod or flame turret. Consider going Augment summoning first, point blank shot or rapid shot, then mental toughness a little later.

Also, with gear, you're going to want at least 10 STR very quickly, just to handle the gear you're carrying. Bows and spell components get heavy fast. Medium armor--likewise--not light. One ray of enfeeblement and things get really interesting.

Also, assuming you have access to +2 and +3 tomes as soon as you can use them, you might consider using only 17 DEX to start and dropping the "excess" on CON.

Otherwise, doesn't look too bad for a start.


Yeah I was debating bout whether augment summoning would be useful as a start, just thought I'd get more of a kick out of "mental toughness" if it was first, but I can see where you're coming from. I thought I edited the tome issue but I guess I didn't fast enough haha. And for the con, I agree, but my friend I made this for, which I forgot to mention >.< Said he wanted the most out of int/dex asap so rather than max out one or the other I split then dumped D: I'll mess with this more when I get some sleep. Also tomorrow when I edit this post I'm going to post an experimental build on the first post as an "extra" if that's ok. Thanks for the info btw!!